Modelling and texturing a hole/crack in a wooden floor
Think about the shape of the material you're using, and the shape of its internal structure. Wood is fibrous, it's made of many grains, all laid out roughly side by side, very long and thin. This means its internal detail, weak, and strong points are longer than they are wide. to model a broken board, I'll usually model a shape not unlike a brick with a jagged side, then stretch it out till its the length of the board I need.

you can also add some separate, thin meshes on one side or another, to look like splinters poking out. cracks along boards, meanwhile, almost always follow the grain.

as always, reference helps a lot. https://eduardlocota.com/product/brokken-lamp/ https://www.artstation.com/artwork/kqwWd

an easy shortcut is to make the model high poly, then using proportional editing set to random, pull out the center vertex from a side. then smooth it out a bit, and repeat. this'll give you two levels of complexity to the break - an uneven shape, and splintered ends.

as for texture, it'll be tough if you don't simply separate the broken side from the intact side. because the cracks usually happen alongside the grain, when texturing you might want to line up a few of the longer cracks with more visible grains.